fix github issue #666 - cursed light vs worn light
Another gold dragon scales/mail issue, reported bu vultur-cadens: reading a cursed scroll of light extinguishes carried light sources except for wielded Sunsword and worn gold dragon scales/mail; there was a special message for Sunsword (preventing the hero from being in darkness) but no such message for gold dragon scales/mail. Replace the special message with a more generic one applicable to both cases. Also, implement the suggestion that cursed light degrade the amount of light being emitted (which varies by bless/curse state) for those two cases. Sunsword has a 75% chance to resist, gold dragon scales 25% chance. And add the inverse: blessed scroll of light might increase the amount of light by improving their bless/curse state. The resistance check applies here too and isn't inverted; Sunsword is still fairly likely to resist. Uncursed scroll of light, spell of light regardless of skill, zapped or broken wand of light have so such effect. Closes #666
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@@ -991,6 +991,8 @@ a change to wounded legs handling resulted in not recovering lost dexterity
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rather than having legs be explicitly healed
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turning movement into commands broke the rest_on_space option; it also
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interfered with using pick-axe plus autodig in downward direction
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cursed scroll of light had special message when wielding Sunsword that didn't
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work for wearing gold dragon scales/mail
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curses: 'msg_window' option wasn't functional for curses unless the binary
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also included tty support
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@@ -1370,6 +1372,9 @@ drinking blessed potion of full healing heals wounded legs, either hero's or
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drinking uncursed potion of full healing or blessed potion of extra healing
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heal hero's wounded legs when not riding; no effect on steed if riding
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cancellation explodes most magical traps
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reading a blessed scroll of light has a chance to improve bless/curse state
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of wielded Sunsword or worn gold dragon scales/mail similar to dipping
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those into holy water; cursed scroll has chance to worsen the state
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Platform- and/or Interface-Specific New Features
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@@ -2097,6 +2097,7 @@ extern int dopotion(struct obj *);
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extern int peffects(struct obj *);
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extern void healup(int, int, boolean, boolean);
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extern void strange_feeling(struct obj *, const char *);
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extern void impact_arti_light(struct obj *, boolean, boolean);
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extern void potionhit(struct monst *, struct obj *, int);
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extern void potionbreathe(struct obj *);
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extern int dodip(void);
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34
src/potion.c
34
src/potion.c
@@ -1447,7 +1447,7 @@ H2Opotion_dip(
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boolean useeit, /* will hero see the glow/aura? */
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const char *objphrase) /* "Your widget glows" or "Steed's saddle glows" */
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{
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void (*func)(struct obj *) = 0;
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void (*func)(struct obj *) = (void (*)(struct obj *)) 0;
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const char *glowcolor = 0;
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#define COST_alter (-2)
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#define COST_none (-1)
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@@ -1528,6 +1528,38 @@ H2Opotion_dip(
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return res;
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}
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/* used when blessed or cursed scroll of light interacts with artifact light;
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if the lit object (Sunsword or gold dragon scales/mail) doesn't resist,
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treat like dipping it in holy or unholy water (BUC change, glow message) */
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void
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impact_arti_light(
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struct obj *obj, /* wielded Sunsword or worn gold dragon scales/mail */
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boolean worsen, /* True: lower BUC state unless already cursed;
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* False: raise BUC state unless already blessed */
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boolean seeit) /* True: give "<obj> glows <color>" message */
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{
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struct obj *otmp;
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/* if already worst/best BUC it can be, or if it resists, do nothing */
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if ((worsen ? obj->cursed : obj->blessed) || obj_resists(obj, 75, 25))
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return;
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/* curse() and bless() take care of maybe_adjust_light() */
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otmp = mksobj(POT_WATER, TRUE, FALSE);
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if (worsen)
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curse(otmp);
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else
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bless(otmp);
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H2Opotion_dip(otmp, obj, seeit, seeit ? Yobjnam2(obj, "glow") : "");
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dealloc_obj(otmp);
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#if 0 /* defer this until caller has used up the scroll so it won't be
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* visible; player was told that it disappeared as hero read it */
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if (carried(obj)) /* carried() will always be True here */
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update_inventory();
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#endif
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return;
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}
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/* potion obj hits monster mon, which might be youmonst; obj always used up */
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void
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potionhit(struct monst *mon, struct obj *obj, int how)
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85
src/read.c
85
src/read.c
@@ -1578,13 +1578,13 @@ seffect_light(struct obj **sobjp)
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pline("Tiny lights sparkle in the air momentarily.");
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} else {
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/* surround with cancelled tame lights which won't explode */
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struct monst *mon;
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boolean sawlights = FALSE;
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int numlights = rn1(2,3) + (sblessed * 2);
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int i;
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int i, numlights = rn1(2, 3) + (sblessed * 2);
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for (i = 0; i < numlights; ++i) {
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struct monst * mon = makemon(&mons[pm], u.ux, u.uy,
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MM_EDOG | NO_MINVENT | MM_NOMSG);
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mon = makemon(&mons[pm], u.ux, u.uy,
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MM_EDOG | NO_MINVENT | MM_NOMSG);
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initedog(mon);
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mon->msleeping = 0;
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mon->mcan = TRUE;
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@@ -2279,32 +2279,65 @@ set_lit(int x, int y, genericptr_t val)
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}
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void
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litroom(register boolean on, struct obj* obj)
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litroom(
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boolean on, /* True: make nearby area lit; False: cursed scroll */
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struct obj *obj) /* scroll, spellbook (for spell), or wand of light */
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{
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char is_lit; /* value is irrelevant; we use its address
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as a `not null' flag for set_lit() */
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struct obj *otmp;
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boolean blessed_effect = (obj && obj->oclass == SCROLL_CLASS
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&& obj->blessed);
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char is_lit = 0; /* value is irrelevant but assign something anyway; its
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* address is used as a 'not null' flag for set_lit() */
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/* first produce the text (provided you're not blind) */
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/* update object lights and produce message (provided you're not blind) */
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if (!on) {
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register struct obj *otmp;
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int still_lit = 0;
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if (!Blind) {
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if (u.uswallow) {
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pline("It seems even darker in here than before.");
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} else {
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if (uwep && artifact_light(uwep) && uwep->lamplit)
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pline("Suddenly, the only light left comes from %s!",
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the(xname(uwep)));
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/*
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* The magic douses lamps,&c too and might curse artifact lights.
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*
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* FIXME?
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* Shouldn't this affect all lit objects in the area of effect
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* rather than just those carried by the hero?
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*/
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for (otmp = g.invent; otmp; otmp = otmp->nobj) {
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if (otmp->lamplit) {
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if (!artifact_light(otmp))
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(void) snuff_lit(otmp);
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else
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You("are surrounded by darkness!");
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/* wielded Sunsword or worn gold dragon scales/mail;
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maybe lower its BUC state if not already cursed */
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impact_arti_light(otmp, TRUE, (boolean) !Blind);
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if (otmp->lamplit)
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++still_lit;
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}
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}
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/* the magic douses lamps, et al, too */
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for (otmp = g.invent; otmp; otmp = otmp->nobj)
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if (otmp->lamplit)
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(void) snuff_lit(otmp);
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/* scroll of light becomes discovered when not blind, so some
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message to justify that is needed */
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if (Blind) {
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/* for the still_lit case, we don't know at this point whether
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anything currently visibly lit is going to go dark; if this
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message came after the darkening, we could count visibly
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lit squares before and after to know; we do know that being
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swallowed won't be affected--the interior is still lit */
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if (still_lit)
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pline_The("ambient light seems dimmer.");
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else if (u.uswallow)
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pline("It seems even darker in here than before.");
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else
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You("are surrounded by darkness!");
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}
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} else { /* on */
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if (blessed_effect) {
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/* might bless artifact lights; no effect on ordinary lights */
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for (otmp = g.invent; otmp; otmp = otmp->nobj) {
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if (otmp->lamplit && artifact_light(otmp))
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/* wielded Sunsword or worn gold dragon scales/mail;
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maybe raise its BUC state if not already blessed */
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impact_arti_light(otmp, FALSE, (boolean) !Blind);
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}
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}
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if (u.uswallow) {
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if (Blind)
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; /* no feedback */
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@@ -2338,16 +2371,15 @@ litroom(register boolean on, struct obj* obj)
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if (rnum >= 0) {
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for (rx = g.rooms[rnum].lx - 1; rx <= g.rooms[rnum].hx + 1; rx++)
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for (ry = g.rooms[rnum].ly - 1; ry <= g.rooms[rnum].hy + 1; ry++)
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for (ry = g.rooms[rnum].ly - 1;
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ry <= g.rooms[rnum].hy + 1; ry++)
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set_lit(rx, ry,
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(genericptr_t) (on ? &is_lit : (char *) 0));
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g.rooms[rnum].rlit = on;
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}
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/* hallways remain dark on the rogue level */
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} else
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do_clear_area(u.ux, u.uy,
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(obj && obj->oclass == SCROLL_CLASS && obj->blessed)
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? 9 : 5,
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do_clear_area(u.ux, u.uy, blessed_effect ? 9 : 5,
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set_lit, (genericptr_t) (on ? &is_lit : (char *) 0));
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/*
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@@ -2379,6 +2411,7 @@ litroom(register boolean on, struct obj* obj)
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free((genericptr_t) gremlin);
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} while (gremlins);
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}
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return;
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}
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static void
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